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Clone NPC Incursions

Author
DrysonBennington
Eagle's Talon's
#1 - 2013-06-22 22:49:38 UTC
We have the Sansha Incursions. So why not have Clone Incursions?

Clone Incursions would revolve around the same base that Sansha Incursions do. The incursion spawns into an area in space effects the local population markets and bounty systems and then despawns after a certain amount of time.

With the Clone Incursions however there would be penalties assigned to planets in the system that are part of Dust514 where while the Incursion was taking place players on the surface of the affected planet on the DUST side would see various attributes such as a weapon damage, resistance, respawn time if units ect. reduced until the incursion was lifted by the
Capsuleers in space.

The benefit to the Capsuleers is that they would receive Clone Incursion LP that could then be converted just like Sansha Incursion LP are able to.

Moderate ISK payout depending upon the Clone site - Site must be completed before payout of ISK is completed

Clone Item Drops that could be used in Dust514 or Eve.

Clone Incursion Sites -

Small – Nothing larger than a BC is able to enter

Four sites with varying number of waves comprising Clone NPC frigates, destroyers, cruisers and one BS.

Site one - Fleet must destroy four Clone Vate Generator Stations but not necessarily all Clone ships.

Site two - Fleet must hack into the data station and retrieve a pass key for the next room where they must destroy a communications station plus all Clone ships

Site three - Fleet must defeat each Clone wave in order to proceed to the next room. Room three is where the Clone Vat Generator and ComSat are located and must be destroyed.

Site four - Fleet must mine a certain amount of ore of a certain type of ore used by the Clones to develop weapons with that would then be used for medium site missions. In Site four there would be four rooms. The first room would be the aggression room that if the Clone NPC's were not defeated within ten minutes the NPC Clones from rooms 2 to 4 warp in as reinforcements.
Once room 1 is cleared a pass key is dropped that allows the fleet to move into room two. Room two - Fleet must destroy several beacons defended by Heavy POS type batteries while engaging the Clone defense fleets. Once defeated the last Clone NPC drops a gate key for room three. Room Three - Fleet must destroy the three Clone hangars being defended by Clone NPC ships and Heavy Batteries. Once defeated a gate key is dropped for room four. Room four - Fleet must destroy five Heavy Batteries defending the ore extraction site along with the NPC Clone BS that arrives after all of the minor Clone ships have been destroyed. Once the Heavy Batteries and Clone BS have been defeated the shield around the ore extraction site drops allowing the ore to be mined. When mining the ore the ore gives off explosive properties that damages any unshielded ship.
DrysonBennington
Eagle's Talon's
#2 - 2013-06-22 22:50:04 UTC
Medium -

Three sites with varying numbers of waves and types of Clone NPC frigates, destroyers, cruisers, battlecruisers and six BS two per room.

Site one - Fleet must destroy two ship manufacturing stations plus the two Clone Command BS
Site two - Fleet must employ long range sniper ships to take out four Heavy Batteries a command center and two Clone Command BS. Once cleared a station decloaks where some of the ore from Site Four is placed into it. The station explodes thus unlocking one of the Medium Site Three sites in whichever system that the Medium Site Three site might be located in.

Site three - Fleet must employ Interceptors to raid stations in each room of various components protected by extremely fast tracking medium POS type batteries. In each room there will be an ascending number of stations . Room 1 - two stations, room two three stations, room three four stations. Once all of the components have been gathered they are then taken to a station and made into a pass key to be used to enter the Clone NPC Headquarters site. The components cannot be made into the pass key until all of the Clone ships in each room have been defeated where another pass key is dropped in room three that will allow the Clone HQ site key to be made. To have the pass key dropped the BS must be destroyed in a certain order where a station will uncloak in one of the rooms of site three where the second pass key is located. Six BS will appear in room three enmass.

HQ Site -

One site with varying numbers of waves and types of Clone NPC Frigates, destroyers, cruisers, battlecruisers battleships a command center and a Clone NPC Troop Carrier.

Once the Clone HQ site has been accessed the system encounters a severe drop in NPC bounties in missions of 95%, reduced ore yields of 85% per cycle and an increase in the price of items sold on the market by 1000%.

The HQ site includes four rooms. Room 1 - Aggressor room similar to Site Four, Small. Once cleared of Clone NPC's the acceleration gate opens into the next room. Room one will also have the Medium POS Batteries from Site two, medium that will wreck havoc on all slow moving ships unless the Interceptors are able to place ore mined from Site four, small into stations in the room that will cause the batteries to offline permanently. Each room will contain six of the Medium POS Batteries each having their own power station. Room 2 - Fleet must destroy a shield generator guarded by a moderate force of cruisers bc and bs and lighlty armored but heavy web and Neut Interceptors, aggression timer applies in this room as well. Once the shield generator has been destroyed the fleet is able to access room three. Room three - Fleet must hack into a station to turn the shield surrounding the Command Center off. Once off the Command Center launches a sizeable amount of reinforcements where all of the Clone BS must be defeated in a certain order to clear the room and unlock room four. Once the station has been hacked into the aggression timer is offlined. Once this station has been hacked all of the Medium POS Guns in rooms one through three offline permanetly allowing the larger ships to pass through if they are not traveling with the interceptors already. The hacking ship has ten minutes to hack the station before the station locks itself out and deploys its reinforcements. If the station is not hacked within ten minutes the station calls in reinforcements from room four which is nearly impossible to defeat...nearly. If room three is able to be cleared out if the station is not hacked then the gate to room four is unlocked. Room four - Troop Carrier Berth. The Fleet must make its way through Clone defense units to each of the shield generators surrounding the Clone Troop Carrier Berth of which there will be three that will need ore placed into its accompanying station that will cause the station to offline and render each of the shields around the Clone Troops Carriers inert. Once all three shields have been disabled the attack on the Troop Carrier Berth can commence where each of the Troop Carriers must be destroyed before they are able to warp away. If a troop carrier is able to warp away then the possibility of any of the Troop Carriers dropping a faction item is reduced by 100%.
Up to five Clone Troop Carriers can be berthed in the HQ site with no less than two Troop carriers being present in a HQ site. Each Troop Carrier Berthed will be protected by Small Defense Batteries that can be a problem if the logi’s don’t keep on task in their repair duties.
Once one Troop Carrier remains a final wave of ten Clone BS appear to try and scare away the fleet. The BS Fleet can be destroyed in any order and do not need to be destroyed in order to complete the site. Some of the BS will be fitted with Warp Scram.

Once all of the troop carriers have been destroyed an off-site site decloaks where ore must be placed that destroys the unprotected comm satellite that signals the end of the Clone Incursion for the region of space that the Incursion is taking place in.

If the Clone HQ is not completed then the penalities activated when the gate into room one is activated room online until the HQ site is finished or the Incursion despawns which because of the activation of the HQ Room 1 gate adds three extra days to the spawn time of the entire Clone Incursion.

For each Trooper Carrier docked in the berth adds a 10% chance that at least one if not more of the Troop Carriers will drop a faction item.
Danika Princip
GoonWaffe
Goonswarm Federation
#3 - 2013-06-23 11:28:17 UTC